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6 points
Version 1.5
3,580 downloads
In the vanilla game, Yavin Station is the only location that does not have a proper hangar where the player can walk to and from the Ebon Hawk. This mod adds one that generally matches the original landing and takeoff cutscenes, although I have taken a few artistic liberties. You may notice that, as with the original cutscenes, it looks remarkably similar to the Ahto City hangar on Manaan. I can only assume that the same architect worked on both projects. The hangar comes in two variants: with and without a visible forcefield effect over the hangar entrance. By default, the forcefield is invisible. To change to a visible forcefield, see the INSTALLATION instructions below. Aside from adding the new hangar, I have also made a few additional edits to the station: - Changed the stars to use a different, less-repetitive vanilla star texture. - Fixed some questionable geometry at the main observation window. - Edited the walkmesh by the observation window to correct a glitch where the player could teleport into space, originally documented by the KOTOR 1 Community Patch (K1CP). (This mod's walkmesh fixes were made from scratch and do not reuse any K1CP material.) - Added a proper load screen for the station. (New for version 1.4) - Added corridor geometry behind the various locked doors, in place of the original 2D backdrop. (New for version 1.4) IMPORTANT: To experience the new hangar, you will need a save from before visiting Yavin Station for the first time. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe, and follow the prompts. If you have other mods installed, it is normal to see a warning that liv_m99aa.mod already exists and has been skipped. If you are using "High Quality Cockpit Skyboxes" by Sithspecter, see below for additional instructions. By default, the forcefield at the hangar entrance is invisible. To add a visible forcefield effect, run INSTALL.exe again after finishing the main installation, and select "Optional: Add Visible Forcefield". Version 1.4 changes the appearance of the added airlock doors so that they look less like the Sith base doors. If you prefer the appearance from version 1.0, copy the files in the folder "Option - Alternate Airlock Door (v1_0)" into Override. ------------------------------------------------------------------- COMPATIBILITY This mod is incompatible with other mods that edit the area geometry of Yavin Station. Reskins are technically compatible, but depending on how drastic they are, they might look strange with a few new textures from this mod. If you are using a reskin of the Ebon Hawk's exterior, see the instructions below. This mod is compatible with the Kotor 1 Community Patch (K1CP). It has not been tested with the KOTOR 1 Restoration (K1R) or the K1 Yavin IV Planet Mod, but I do not expect any significant compatibility issues. For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station. If you are using a mod that changes the station's load screen (i.e. "Loadscreens in Color" by Sithspecter), install it after this one, and overwrite "load_liv_m99aa.tpc" if prompted. If the loadscreens use .tga files, you will need to manually delete this mod's version of "load_liv_m99aa.tpc" from Override. ------------------------------------------------------------------- HIGH QUALITY COCKPIT SKYBOXES If you are using "High Quality Cockpit Skyboxes" by Sithspecter (which I highly recommend), I have included compatible skybox textures matching my new hangar. After installing the cockpit skyboxes, perform the following steps: 1. Open the folder "HQ Cockpit Skybox Textures" from this mod. 2. Copy the TPC files corresponding to the desired quality into your Override folder. 3. If present, delete the following files from Override: - ebo_yab.tga - ebo_yaf.tga - ebo_yal.tga - ebo_yar.tga - ebo_yat.tga If you are using the alternate airlock door option, also copy the appropriate version of "ebo_yaf.tpc" from the "Alternate Airlock Door" folder into Override, overwriting if asked. "High Quality Cockpit Skyboxes" may be found at https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ ------------------------------------------------------------------- EBON HAWK RESKINS To use a reskin of the Ebon Hawk's exterior with the new hangar, perform the following steps: 1. Make extra copies of "LSF_EHawk01.tga" and "LSF_EHawk01.txi" (if present) from the reskin, and rename them as "yvh_ehawk.tga" and "yvh_ehawk.txi", respectively. 2. Open the new "yvh_ehawk.txi" with a text editor, and change the entry after "envmaptexture" or "bumpyshinytexture" to "CM_WK_YAVHGR". 3. Copy both files into your Override folder. 4. Delete "yvh_ehawk.tpc" from your Override folder. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra NormalMap Online by Christian Petry (https://cpetry.github.io/NormalMap-Online/) New textures and models were based on existing KOTOR material by Bioware. Camera angle for the load screen was inspired by "Loadscreens in Color" by Sithspecter (https://deadlystream.com/files/file/916-loadscreens-in-color/). Bump map created following DarthParametric's tutorial here: https://deadlystream.com/topic/9353-bump-mapping-tutorial-request-for-novices/ Special thanks to: - DarthParametric for suggesting the visible forcefield effect, providing an example from K1CP, and providing feedback on the result, as well as for providing feedback on the new corridor extensions for version 1.4. - muitafruita for reporting that the Ebon Hawk was missing its venting sound. - Thor110 for encouraging me to create a new door texture that looks less like a knockoff of the Sith base doors. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added an option for a visible forcefield effect 1.2 - Added particle emitters at the ends of the visible forcefield 1.3 - Fixed the sound effect of the Ebon Hawk venting in the hangar 1.4 - Created a new texture for the airlock doors - Added a new load screen for Yavin Station - Added corridor geometry behind the various locked doors - Edited airlock door frames to improve seal - Revised particle emitter settings and UV mapping for the visible forcefield option - Consolidated and rearranged lightmaps - Made various minor walkmesh and model improvements - Edited module .vis file to optimize performance - Added scripting code to prevent party members from being accidentally locked outside the airlock 1.5 - Reduced the pixelation of the Ebon Hawk's environment map - Revised the install process to edit the module's GIT, ARE, and module.ifo instead of overwriting them - Changed the ceiling beams' environment map to match the hangar space - Added a bump map to the ceiling beams - Coordinated mesh bumpmapping flags with the presence/absence of bumpmapped textures - Adjusted walkmesh properties over hangar door - Adjusted texture UVs for the fins on the shelf at the back of the hangar ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission. -
3 pointsView File Yavin Station Hangar In the vanilla game, Yavin Station is the only location that does not have a proper hangar where the player can walk to and from the Ebon Hawk. This mod adds one that generally matches the original landing and takeoff cutscenes, although I have taken a few artistic liberties. You may notice that, as with the original cutscenes, it looks remarkably similar to the Ahto City hangar on Manaan. I can only assume that the same architect worked on both projects. The hangar comes in two variants: with and without a visible forcefield effect over the hangar entrance. By default, the forcefield is invisible. To change to a visible forcefield, see the INSTALLATION instructions below. Aside from adding the new hangar, I have also made a few additional edits to the station: - Changed the stars to use a different, less-repetitive vanilla star texture. - Fixed some questionable geometry at the main observation window. - Edited the walkmesh by the observation window to correct a glitch where the player could teleport into space, originally documented by the KOTOR 1 Community Patch (K1CP). (This mod's walkmesh fixes were made from scratch and do not reuse any K1CP material.) - Added a proper load screen for the station. (New for version 1.4) - Added corridor geometry behind the various locked doors, in place of the original 2D backdrop. (New for version 1.4) IMPORTANT: To experience the new hangar, you will need a save from before visiting Yavin Station for the first time. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe, and follow the prompts. If you have other mods installed, it is normal to see a warning that liv_m99aa.mod already exists and has been skipped. If you are using "High Quality Cockpit Skyboxes" by Sithspecter, see below for additional instructions. By default, the forcefield at the hangar entrance is invisible. To add a visible forcefield effect, run INSTALL.exe again after finishing the main installation, and select "Optional: Add Visible Forcefield". Version 1.4 changes the appearance of the added airlock doors so that they look less like the Sith base doors. If you prefer the appearance from version 1.0, copy the files in the folder "Option - Alternate Airlock Door (v1_0)" into Override. ------------------------------------------------------------------- COMPATIBILITY This mod is incompatible with other mods that edit the area geometry of Yavin Station. Reskins are technically compatible, but depending on how drastic they are, they might look strange with a few new textures from this mod. If you are using a reskin of the Ebon Hawk's exterior, see the instructions below. This mod is compatible with the Kotor 1 Community Patch (K1CP). It has not been tested with the KOTOR 1 Restoration (K1R) or the K1 Yavin IV Planet Mod, but I do not expect any significant compatibility issues. For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station. If you are using a mod that changes the station's load screen (i.e. "Loadscreens in Color" by Sithspecter), install it after this one, and overwrite "load_liv_m99aa.tpc" if prompted. If the loadscreens use .tga files, you will need to manually delete this mod's version of "load_liv_m99aa.tpc" from Override. ------------------------------------------------------------------- HIGH QUALITY COCKPIT SKYBOXES If you are using "High Quality Cockpit Skyboxes" by Sithspecter (which I highly recommend), I have included compatible skybox textures matching my new hangar. After installing the cockpit skyboxes, perform the following steps: 1. Open the folder "HQ Cockpit Skybox Textures" from this mod. 2. Copy the TPC files corresponding to the desired quality into your Override folder. 3. If present, delete the following files from Override: - ebo_yab.tga - ebo_yaf.tga - ebo_yal.tga - ebo_yar.tga - ebo_yat.tga If you are using the alternate airlock door option, also copy the appropriate version of "ebo_yaf.tpc" from the "Alternate Airlock Door" folder into Override, overwriting if asked. "High Quality Cockpit Skyboxes" may be found at https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ ------------------------------------------------------------------- EBON HAWK RESKINS To use a reskin of the Ebon Hawk's exterior with the new hangar, perform the following steps: 1. Make extra copies of "LSF_EHawk01.tga" and "LSF_EHawk01.txi" (if present) from the reskin, and rename them as "yvh_ehawk.tga" and "yvh_ehawk.txi", respectively. 2. Open the new "yvh_ehawk.txi" with a text editor, and change the entry after "envmaptexture" or "bumpyshinytexture" to "CM_WK_YAVHGR". 3. Copy both files into your Override folder. 4. Delete "yvh_ehawk.tpc" from your Override folder. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra NormalMap Online by Christian Petry (https://cpetry.github.io/NormalMap-Online/) New textures and models were based on existing KOTOR material by Bioware. Camera angle for the load screen was inspired by "Loadscreens in Color" by Sithspecter (https://deadlystream.com/files/file/916-loadscreens-in-color/). Bump map created following DarthParametric's tutorial here: https://deadlystream.com/topic/9353-bump-mapping-tutorial-request-for-novices/ Special thanks to: - DarthParametric for suggesting the visible forcefield effect, providing an example from K1CP, and providing feedback on the result, as well as for providing feedback on the new corridor extensions for version 1.4. - muitafruita for reporting that the Ebon Hawk was missing its venting sound. - Thor110 for encouraging me to create a new door texture that looks less like a knockoff of the Sith base doors. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added an option for a visible forcefield effect 1.2 - Added particle emitters at the ends of the visible forcefield 1.3 - Fixed the sound effect of the Ebon Hawk venting in the hangar 1.4 - Created a new texture for the airlock doors - Added a new load screen for Yavin Station - Added corridor geometry behind the various locked doors - Edited airlock door frames to improve seal - Revised particle emitter settings and UV mapping for the visible forcefield option - Consolidated and rearranged lightmaps - Made various minor walkmesh and model improvements - Edited module .vis file to optimize performance - Added scripting code to prevent party members from being accidentally locked outside the airlock 1.5 - Reduced the pixelation of the Ebon Hawk's environment map - Revised the install process to edit the module's GIT, ARE, and module.ifo instead of overwriting them - Changed the ceiling beams' environment map to match the hangar space - Added a bump map to the ceiling beams - Coordinated mesh bumpmapping flags with the presence/absence of bumpmapped textures - Adjusted walkmesh properties over hangar door - Adjusted texture UVs for the fins on the shelf at the back of the hangar ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission. Submitter WildKarrde Submitted 05/07/2022 Category Mods K1R Compatible Yes
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2 points
Version 1.1.0
430 downloads
A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25, Effixan, Constantinople33 and ScrierOne 1.1.0 Release Date: 03.12.2025 Installation: 1) Install JC's Fashion Line I: Cloaked Hybrid Robes for K1 FIRST! (No exceptions!!!): https://deadlystream.com/files/file/1758-jcs-fashion-line-i-cloaked-hybrid-robes-for-k1/ 2) Install Effixan's Qel-Droma Robes Reskin SECOND!: https://deadlystream.com/files/file/2019-effixians-qel-droma-robes-reskin-for-jcs-cloaked-jedi-robes/ 3) Select either "Constantinople33-Effix Version" or "ScierOne-Effix Version", you can only use ONE. 4) Open the "For Override" folder inside your chosen version and copy the files within to your swkotor Override folder and select the "Overwrite" option when it pops up. Description: March 11th 2021 saw the release of the Lore-Friendly Qel Droma Robes by Constantinople33 which was a 2K resolution reskin of the vanilla K1 Jedi Robe texture to make the Qel-Droma Robe item look more like the canonical Robe as worn by Qel-Droma in the Kotor Comics. I personally thought the skin looked AMAZING with its extensive detail, but at the time I used JC's Cloaked Jedi Robe mod so I took no heed to the mod as both mods were incompatible. But upon looking into JC's Cloaked Hybrid Robe mod, I realized that it would be possible to "merge" Constantinople33's work with one of JC's Cloaked Jedi Robe skin to make a "Hybrid" robe. At first, I was intending to use Salk's Qel-Droma Robe texture (which was uploaded by StellarExile) as the Cloaked texture of my Hybrid mod, but after my initial work on the Hybrid Robe the modder Effixan published his own take on a unique Qel-Droma Cloaked Robe. From what I can tell, Salk had requested Effixan to professionally make his version of Qel-Droma's Cloaked Robe using Salk's work as an inspiration... as such, after getting permission from Constantinople33 and the fact Effixan stated in his readme that users can use his Qel-Droma Robe with credit, I have merged the Lore-Friendly Qel-Droma Robe with Effixan's Qel-Droma Robes Reskin mod. On April 4th 2022, the modder ScrierOne would come along and release his own Qel-Droma robe mod called the Alternate Lore-Friendly Qel-Droma Robes which was inspired by Constantinople33's original mod hence why it is called the ALTERNATIVE Lore-Friendly Qel Droma Robes. At the end of 2025 I decided to add a version of this mod that'll merge ScrierOne's Qel-Droma Robes with Effix's robes as an alternative to Constantinople33 version. Known Bugs: This mod shouldn't have bugs, but if there any please report them on Deadlystream.com Incompatibilities: Report any unknown incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. JC's Fashion Line I: Cloaked Hybrid Robes can be freely used as JCarter426 released the source files for this mod as a Modder's Resource which is free for anyone to use. Effixian's Qel-Droma Robes Reskin can be freely used as long as you credit Effix as per a post giving modder's a blank cheque on this condition. Constantinople33's Lore-Friendly Qel-Droma Robes is not free to use. ASK HIM for permission if you want to use his textures in your own mod. ScrierOne's Alternate Lore-Friendly Qel-Droma Robes can be freely used as long as you DO NOT post it on the Steam Workshop and/or sell it for money as per the permission tab on the mod's Nexus Page. Thanks: JCarter426: For making the original Cloaked Hybrid Robes, this mod couldn't have been done without you! Effixan: For creating his own Qel-Droma Cloaked Robe texture which was used in this mod! Salk: The one responsible for the design of Effix's Qel-Droma Cloaked Robes! Constantinople33: For making the original Lore-Friendly Qel-Droma Robes! ScrierOne: For making the Alternative Lore-Friendly Qel-Droma Robes! Bioware: For such an amazing game! Obsidian Entertainment: For creating the Cloaked Robe model for Kotor II! Fred Tetra: For Kotor Tool! And everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
2 points
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1 point
Version 1.0
52,825 downloads
This mod will replace and update Canderous texture files. It keeps the same look, but adds in more details. The work involves Quanons textures. The head has not been published. It contains materials from another author. I can send it in a personal message. To Install 1. Download 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
1 point
Version 1.2
37,287 downloads
Summary This mod adjusts the wearable Mandalorian armor items to make their appearances consistent with that of other Mandalorians in the game and to fix various other oddities associated with them. The main part of the mod concerns the Class 9 Mandalorian armors (Mandalorian Battle Armor, Mandalorian Heavy Armor, and Mandalorian Assault Armor). These items will now follow the usual blue/red/gold ranking system. There are two options for this: With Option A, the armors use the Class 9 model. Mandalorian Heavy Armor and Mandalorian Assault Armor are given new textures, recolored red and gold variants of the Mandalorian Battle Armor. With Option B, the armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances. Both options also include the following: Class 9 Mandalorian armors have new icons to match their appearance with each option Class 8 Mandalorian Armor has a new icon with the correct appearance (previously it looked purple) The Mandalorian helmet plot items have new icons to match their appearances (previously they were both blue, even though neither was dropped by a blue Mandalorian) The Mandalorian Commander on Kashyyyk drops Mandalorian Heavy Armor to match his red appearance (also, I believe this item couldn’t be found anywhere in the game before) Finally, there is a third Extra Textures option with texture overrides for the NPC Mandalorians (and disguise appearances). They tone down the shaders a bit, matching what I did with my Shader Fixes for K2. They can be installed alongside Option A or B. Installation Run Mandalorian_Armor_K1.exe. Select which version to install. a) With Option A, Class 9 Mandalorian armors are recolored to match their usual ranking system (blue/red/gold). b) With Option B, Class 9 Mandalorian armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances (blue/red/gold) with full body armor. Click "Install Mod" and select your game directory (default name SWKOTOR). The Extra Textures can be installed alongside either Option A or B. If you want to install these, run the EXE again, select the Extra Textures option, then install to your game directory as before. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod replaces the unused PFBH07/PMBH07 texture variations and uses plot usable item variation 111. Some users have experienced side effects after prolonged exposure to disguise items. It may result in a character's appearance being permanently changed. There is no confirmed prevention method at this time, but it can be treated via editing the save game file. If Option A is installed, it will overwrite any other alterations to the Mandalorian Assault Armor. Currently, TSLPatcher cannot remove nodes from files, so a hard edit was necessary to remove the disguise property. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe K-GFF – tk102 KOTORMax – bead-v NWMax – Joco tga2tpc – ndix UR Disclaimers FOR MANDALORE!!!!!!! Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
1 point
Version 1.4.0
54,360 downloads
This mod improves the Republic soldier models. Texture mapping errors on the male model are corrected, and the female model is replaced with a higher-quality one based on the male model. Additionally, there is an option to replace the player clothing models with Republic soldier armor. Installation Copy all files from the Override folder to your game's Override folder. If you do not already have an Override folder, make one. Player Clothing If you would like to replace player clothing with Republic soldier armor, copy files from the Player Clothing folder to your game's Override folder. If you want to replace clothing for all player classes, copy all files. If you want to replace clothing only for a specific class, copy only the files containing the letter corresponding to the class you want: Soldier: L Scout: M Scoundrel: S Uninstallation Remove all installed files. Compatibility This mod changes the texture mapping of the female Republic soldier armor model to be the same as the male model. That means this mod will not be compatible with mods which edit the female texture, N_RepSold_F01, but it will be compatible with mods which edit the male texture, N_RepSold01, and that can be applied to all Republic soldier armors regardless of gender. Replace all TPC files installed by this mod with copies of the other mod's N_RepSold01 texture. Credits KOTOR Tool—Fred Tetra NWMax—Joco KOTORmax & MDLedit—bead-v License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited. -
1 point
Version 1.1
64,638 downloads
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Blasters By Sithspecter Description: When Knights of the Old Republic won Game of the Year in 2004, none of the awards were for the blaster models. While the storyline and gameplay are top notch, the default weapons are sadly lacking in quality. Extremely low polygon models combined with 64 px by 64 px textures make them horrendous to look at. On my last playthrough of KotOR, I had enough of the ugly blasters. Who wants to pay thousands of credits for a terrible looking grey-ish blob that's supposed to be a top notch firearm? Nobody, that's who! So I sought out to fix this problem and provide high quality models and textures. This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your KotOR override folder for years to come. Use: Use of High Quality Blasters is extremely easy. Put all the files in your Override folder, then play the game. That's it! The new models will automatically appear when you load up your last save. However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected: Baragwin Assault Gun Baragwin Disruptor-X Weapon Baragwin Heavy Repeating Blaster Baragwin Ion-X Weapon Carth's Blaster Genoharadan Blaster What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. If you start a new game, everything will appear properly. This will not negatively affect the gameplay in anyway. A note about the Sith Sniper Rifle: I discovered that the Sith Sniper Rifle is widely used as a blaster wielded by Sith Troopers. It looks somewhat comical used by them (predominantly fired from the hip). So, I have included something of a patch that allows the Sith Troopers to use a regular looking version of it with the new texture. The Sniper version can be found at Kebla Yurt's store in the Upper City North of Taris and in a container in the Sith Academy on Korriban. If you want to cheat more Sith Sniper Rifles that look like a sniper, use the following code: giveitem g_w_blstrrfl006 Installation: 1. Run "High Quality Blasters Installer.exe" in the zip file. 2. Follow the on screen instructions, and point the Installer to your game folder (not Override folder) 3. Profit Version 1.1: If you have installed High Quality Blasters previously, you can install this version over it and it will still be fine. However, if you want to fix the bug of the blaster randomly appearing under the Ebon Hawk on Tatooine, you must remove the following files (make sure of exact filenames): w_ionrfl_004.mdl (NOT w_ionrfl_04.mdl) w_ionrfl_004.mdx (NOT w_ionrfl_04.mdx) INCOMPATIBILITY: IF YOU HAVE TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK, YOU SHOULD BE ABLE TO INSTALL THIS MOD OVER THOSE MODS WITHOUT AN ISSUE. HOWEVER: DO NOT INSTALL TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK OVER THIS MOD. IT WILL LIKELY CAUSE THE TEXTURES TO BE WRONG. Bugs: Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it. Changelog: Version 1.1: Fixed an issue where a blaster rifle randomly appeared under the Ebon Hawk on Tatooine. Fixed an issue where Bith instruments were replaced by pistols. Fixed the Assassin Droid and War Droid models to accept the high quality repeating blaster texture for their weapons. Credit: Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this modafter your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.4
44,722 downloads
This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Thanks to @Publicola for informing me about the ability to click through announcement animations Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO -
1 point
Version 1.2
39,784 downloads
Summary Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision. Warning: This mod reportedly causes crashes on Steam Deck, so it should not be used on that platform until a fix is available. Installation Extract files from the downloaded archive. Run Vision_Enhancement_K1.exe. Select which version to install: If you use the KOTOR 1 Restoration, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed file. Compatibility This mod is not compatible with any other mods that alter the vision module STUNT_00. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTORMax & MDLEdit – bead-v NWMax – Joco NWNSSCOMP – Torlack, stoffe, & tk102 and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers "I AM NOT A VISION" SAYS THE VISION. HA! WELL, THEN, I AM NOT KOTOR, DEVELOPED BY BIOWARE, NO. I AM NOT A VIDEO GAME EITHER. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
1 point
Version 2.3
51,519 downloads
Summary Almost everybody on Korriban wears the standard bland Sith officer uniform. This mod alters the look of almost everybody on the planet so they're dressed more appropriately. Czerka workers wear Czerka uniforms, Sith troopers wear Sith armor, Dark Jedi wear Dark Jedi robes. While I was going through all the files I noticed some other oddities and corrected them – things like missing items or misplaced files. See the change log for a full list of changes. Installation Note: It is recommended that you uninstall any previous versions of this mod before installing a new version. Extract files from the downloaded archive. Run Korriban_Back_in_Black_K1.exe. Select which version to install. If you have the KOTOR Community Patch installed, choose the KOTOR Community Patch-Compatible Installation option. Otherwise, choose the Basic Installation option. Click "Install Mod" and select your game directory (default name SWKOTOR). There are additional options for Uthar, Yuthura, and Tariga that you may install after the rest of the mod is installed. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod may be compatible with but will overwrite other mods that alter the appearance or equipment of characters on Korriban. It's safest not to use it with any other mod that alters the same characters. Some of the changes will take effect immediately, but for best results you should install this mod before visiting Korriban for the first time in your game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
1 point
Version 1.2
36,032 downloads
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Leviathan Differentiated Dialogue by Revanator (ethan.wookie@gmail.com or contact me at DeadlyStream) Description: The Leviathan was always one of my favorite parts of the original KotOR game. I always liked running around as one of my favorite party members, having a mini-adventure before taking control of my PC again. However, it always bothered me that the dialogue you had with the Rodian prisoner was the same for all possible party members (save T3). This mod fixes that. You will now have different options for all party members that fit with their unique personalities, temperaments, and manners of speaking. I left T3's untouched. Installation: Simply copy the lev40_rodpris2.dlg file into your override folder. Uninstallation: Delete lev40_rodpris2.dlg from your override folder. Compatibility: Should be compatibile with any mod that does not touch lev40_rodpris2.dlg. This IS compatibile with K1R, but K1R is not necessary! Credits: jc2 for some heavy testing and bug-finding (and the screenshot). Fred Tetra for KotOR Tool tk102 for DLGEditor Usage: Please do not upload this anywhere without my permission, and contact me if you use this in any of your mods, so that I may approve you. -
1 point
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1 point
Version 1.0
42,994 downloads
As many of you know, Pazaak is a rigged game in KOTOR 1. There are already mods that make the opponents' hands all 0 cards, but I always felt like that was too easy. This mod is a nice middle of the road. The original 3 decks used by opponents are as follows: Deck Level Card 1 Card 2 Card 3 Card 4 Card 5 Card 6 Card 7 Card 8 Card 9 Card 10 Deck 1 +3 -3 +4 -4 +5 -5 +5 -3 +4 -5 Deck 2 ±6 +4 -4 -2 +3 -2 -3 +3 +2 ±1 Deck 3 ±3 ±3 ±2 ±2 ±4 ±4 ±2 ±2 ±1 ±1 This mod changes them to this: Deck Level Card 1 Card 2 Card 3 Card 4 Card 5 Card 6 Card 7 Card 8 Card 9 Card 10 Deck 1 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Deck 2 +3 -3 +4 -4 +5 -5 +5 -3 +4 -5 Deck 3 ±4 +4 -4 -2 +3 -2 -3 +3 +2 ±1 Obviously I can't fix the RNG where sometimes the opponent will just draw to 20 (4 times in a row...), but hey...chalk that up to shady characters cheating NOTE: I give permission for anybody to do whatever they like with this file. If you're unsure if the thing that you're doing is safe, legal, or possible, that's your problem -
1 point
Version 1.4
40,692 downloads
Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris. In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room. The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, the floating bodies are now part of the room model. Installation: The mod includes a TSLPatcher installer for Windows users. Those on Linux or Mac should replace it with the appropriate HoloPatcher version which will run natively on their OS. Known Issues: This mod relies on editing the Taris Upper City South module's GIT (tar_m02ac). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility: Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc. Thanks to Dark Hope for the suggestion to change the bubble VFX. -
1 point
Version 1.1.0
2,992 downloads
K1 Movie-Style Jedi Master Robes A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 16.02.2022 Installation: Version 1.1.0 adds another variant of the K1 Movie-Style Jedi Master Robes mod, you can now pick between the original "Replace ALL Jedi Robes" variant or the brand new "Replace the Master Robes ONLY" variant. You can only pick ONE variant, you CANNOT have both. * How to install "Replace ALL Jedi Robes" variant. Install JC's Fashion Line I: Cloaked Jedi Robes for K1 1.4 mod first (This mod REQUIRES Cloaked Jedi Robes for K1 to work properly): https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/ Once you've installed JC's mod, copy the contents of the "For Override" folder and paste it into your swkotor Override folder, overwrite files if necessary. * How to install "Replace Jedi Master Robes ONLY" variant. JC's Cloaked Jedi Robes is NOT required for this variant to work, however, if you do choose to install JC's mod (Or any Jedi Robe mod) then it is recommended to install them BEFORE this variant (And DON’T install the gloveless version of JC’s Cloaked Robes for this one either!). I personally recommend you install the Kotor Prequel Replacement Mod by Kainzorus Prime: https://deadlystream.com/files/file/412-kotor-prequel-robe-replacement/ The way this variant works is that it replaces the Revan Robes 2DA slot with the Movie-Style Robes, this allows players to use the Prequel Replacement mod/JC's Cloaked Jedi Robes or even the vanilla Jedi Robe model ALONGSIDE the Movie-Style Jedi Master Robes. To install this variant, double click the TSLPatcher.exe and let the TSLPatcher do its magic! Afterwards, you can also install "Revan patch" to replace the Star Forge/Revan Robes with disguise items that convert the player into Revan, this is a temporary fix until a proper fix can be made in the future. Description: This mod is a K1 port of DeadMan's "Movie-style Jedi Master robes 1.5" mod from TSL. In version 1.1.0, the robe textures are styled as they are in vanilla (Padawan, Knight and Masters robes all having the same Brown, Blue, Red or Black color). This might change in later versions of the mod depending on the demand for such. The Qel-Droma Robes recieve a unique texture whilst the Revan/Star Forge Robes do not. If you chose the gloveless installation for JC's Cloaked Jedi Robes mod, then the K1 Movie-Style Jedi Master Robes shall also be gloveless. In version 1.1.0, an alternative installation was added. This installation can be found within "Replace Jedi Master Robes ONLY" and will only give the Jedi Master Robe items a unique Movie-Style Jedi Master Robe model whereas the Jedi Robe/Jedi Knight Robes maintain their vanilla models unscathed. If you install JC's Cloaked Jedi Robes or the Kotor Prequel Replacement Mod beforehand, you could have TSL Padawan robes or Prequel Replacement Robes alongside the Movie-Style JEdi Master Robes! Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which: * Alter the Jedi robe texture and/or models. ("Replace ALL Jedi Robes") * Alter the Revan robe texture, models and/or the 2DA slot ("Replace Jedi Master Robes ONLY") * Use S_Female and S_Male files (unless the other mods utilize JCarter's Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.) Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. If you'd like to use assets from DeadMan's mods then he has given permission to every modder to do so, you'll need to ask permission for anything made by Kainzorus Prime. Thanks to: DeadMan for making the original mod for K2 HapSlash for the awesome ep3 Obi-Wan and Anakin models which he made for Jedi Academy Spanki for some great textures which are partially used in this mod Don Kain for allowing DeadMan to include his Movie Jedi Robes Kainzorus Prime for allowing me to use assets from his Prequel Replacement mod for the textures of this mod Bioware for such an amazing game Stoffee for TSLPatcher Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 2.4
36,783 downloads
While working on the K1CP I discovered that there are actually three different Sith soldier textures. There's the red and the silver that we're all used to, but there's also a white one that is unused. This restores the white texture into the game. You have the option to either make the standard troopers white and the elite/command troopers silver, or vice-versa. INSTALL: Run the installer and select either Main OR Alternate. I recommend installing this AFTER the KOTOR 1 Community Patch and JC's Korriban: Back in Black if you use them. PERMISSION: I give anyone permission to do whatever the heck they want with this, whether or not they give me credit. (Although credit is always nice, y'know?) -
1 point
Version 3.0
52,317 downloads
In the vanilla version of the game there was a quest on Manaan which inolved you becoming a lawyer for an ex-Republic soldier who had supposedly murdered a Sith. This, if you followed it far enough, would eventually lead you to investigating around the embassies of both the Republic and the Sith. When you found some evidence, it was presented in the form of text, though referred to as a video by said text. I have taken this text and turned it into a video (a cutscene) showing the events which the text described. -
1 point
Version 1.2
31,933 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2.0 Release Date: 13.06.2024 Installation: Please install the K1 Community Patch (K1CP) first and, if you intend to use it, install the Restored Content for the K1 Community Patch (RC-K1CP) after K1CP and before this mod. Simply click on the HoloPatcher.exe, select your option (read about this below!), click install and sit back and watch the installer do its magic. Description: After you kill Calo Nord, a messenger named Senni Vek will deliver you a datapad telling you to meet Hulas on Manaan. In the vanilla game, that's the last you ever heard from Senni. But whilst searching through the game files, I discovered during the final fight with Hulas our good old friend Senni was supposed to fight along Hulas against you, however, his NPC was replaced with the appearance and nametag of a generic yellow Rodian who, oddly enoug, still used the Twi'lek soundset. As of version 1.2 of this mod, this mods has two different versions to choose from. These versions are... Senni Vek Restoration: This mod restores Senni Vek to the fight by replacing the generic yellow Rodian, exactly how Bioware originally intended. Senni Vek's Ambush: This mod replaces Hulas with Senni Vek. Senni Vek will now take Hulas' place as the big bad boss fight with Hulas' original Rodian audio being replaced with Twi'lek audio and his dialogue rewritten so that it's from the perspective of Senni Vek and not Hulas. This alternative version is for those who believe it was stupid for Hulas to decide to fight the player right after gaining control of the GenoHaradan Guild. In this version, it is heavily implied that Hulas sent Senni Vek and the other hunters to kill the player, and when the player defeats them Hulas will then disappear for the duration of the game as he consolidates his power in the shadows. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Please report any incompatibilities! Senni Vek Restoration is already part of RC-K1CP, so there's no point installing that option. Senni Vek's Ambush is designed with RC-K1CP in mind, if you already have RC-K1CP or Senni Vek Restoration installed the Senni Vek's Ambush mod will convert the tat_senni.utc file from Senni Vek into the generic yellow Rodian whilst also changing Hulas into Senni Vek, it should be impossible to have two Senni Vek's if you install the mod correctly! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Leilukin: For prompting me to update this mod! Sniggles: For requesting Senni Vek's Ambush and for maintaining the Kotor Mod Builds! DarthParametric: For assisting me with replacing the Journal Entries! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.3.3
43,153 downloads
This mod intends to address key issues with male Twi'lek heads in KOTOR I. The main improvements are the addition of ears and slimming down on the Bib Fortuna necks. Other tweaks include better smoothing groups, fixed teeth and eyelids, and recolored tongues. The ears were created using modified assets ported from SWTOR. There's two options for installation. Option A uses the slim necks, while Option B retains the original necks. I highly recommend the first option as it fixes clipping with collars on heavy armor and it's the main choice for other mods which use my files. Given the frequency of Twi'lek NPCs, this mod's a nice visual improvement that adds a much-needed element of consistency with other humanoid head models in the game. The KOTOR II can be found here. Installation & Uninstallation To install this mod, run Installer.exe, select the option you want, and proceed with the installation. To uninstall this mod, run the installer again, select the same option, and click Tools -> Uninstall Mod / Restore Backup. Compatibility & Known Issues This mod isn't compatible with any retextures of male Twi'lek heads unless that mod states otherwise. This mod has built-in compatibility with the K1 Community Patch and is also compatible with the K1 NPC Overhaul Mod. Either should be installed prior to installing this mod. I've given permission for this mod to be included in a few other projects. Be sure to check the descriptions of those mods to see if you need to install this first. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc Darth Parametric, Upper teeth no-clip fix NickHugi, HoloPatcher Autodesk, 3ds Max The GIMP Team, GIMP Thanks to Darth Parametric, ebmar, & JCarter426 for the help during the development of this mod! Disclaimer This mod is not supported by LucasArts, BioWare, or EA. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. -
1 point
Version 1.0.0
18,208 downloads
Mod by TamerBill, requested by NecroAvalon Adds dialogue options to the Czerka Guard Captain near the exit of the landing pad on Kashyyyk, allowing you to pick a fight with him over his racist attitude. This will give you a small shift towards the dark side, and cause any Czerka personnel in visual range to attack you. -
1 point
Version 1.0.0
38,077 downloads
///// 01. Intro ///// Pazaak! The game whose name I misspell nearly every time I type it. Anyway, the cards are looking pretty dated these days so here’s a higher resolution version. ///// 02. Background ///// These actually started as a much larger project (that I fully intend to finish), but since I had the cards done, I figured I might as well release them. ///// 03. Install ///// Drag 'em to your override folder. These shouldn't conflict with anything. Note: For those of you who prefer the green cards from TSL, you’ll find that variant in the “green” folder. Just overwrite the originals. ///// 04. Uninstall ///// Remove the files. ///// 05. Disclaimer ///// Distribute, have fun, edit, whatever. I only ask that you don't claim this as your own. ///// 06. Thanks ///// ebmar, DarthParametric, Sith Holocron, Kexikus, JCarter426, djh269, A Future Pilot, LDR -
1 point
Version 1.0
59,808 downloads
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Cockpit Skyboxes By Sithspecter Description: Through the course of Knights of the Old Republic, the Ebon Hawk become's the player's home. Complete with a workbench, engine room, crew quarters, and racy swoop bike, the Ebon Hawk doesn't lack much. Except for a view, that is. Looking out the cockpit windows is less than inspiring, given the blurry and inaccurate view presented. After tjsase released his High Quality Cockpit Skyboxes for TSL, I knew the first game needed the same treatment. This mod completely replaces the existing cockpit skybox with a newly modeled and textured skybox with HD textures. The skybox has been rendered to reasonably accurate perspective, and shows you a real, crisp view of the landing area. Use: Use of High Quality Cockpit Skyboxes is extremely easy: Put all the files in your Override folder and then play! That's it! The new models and textures will automatically appear when you load up your last save. If the Ebon Hawk is taking too long to load, see "Texture Quality" below. Installation: 1. Open the .zip file for the mod 2. Open the folder labeled override 3. Extract all the files to your KotOR override folder Incompatibility: This mod should be compatible with any mod. I do not know of any other mods that alter the Ebon Hawk skybox, so it should be fine with any combination of mods. Texture Quality: Due to the way the skybox is set up and the massive file sizes used in this mod, the Ebon Hawk will take about 5-10 seconds longer to load each time. There are four different size versions available on Nexus and Deadly Stream to suit different player needs. If the Ebon Hawk it taking too long to load, you can download smaller version to reduce load time somewhat: Extra Large: 2048 by 2048 textures, best quality, longest load time Large: 1536 by 1536 textures, great quality, long load time Medium: 1024 by 1024 textures, good quality, reduced load time Small: 512 by 512 textures, reduced quality, fastest load time Credit: Credit goes to tjsase for inspiration from your TSL High Quality Cockpit Skyboxes and for giving me permission to do this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.1
28,690 downloads
This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted. Before: After: Changes: Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues: Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops -
1 point
Version 1.0.1
22,145 downloads
May your father and mother rejoice; may she who gave you birth be joyful! Proverbs: 23:25 HELENA SHAN IMPROVEMENT DESCRIPTION: This mod gives Bastila’s mother, Helena, an overdue makeover so that there is an actual noticeable family resemblance between the two women. INSTALLATION: - Use the TSLPatcher to install UNINSTALLATION: - Sorry, I don’t have a real good uninstallation process for you. I guess delete helena.utc from your override? CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved. -
1 point
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1 point
Version 1.1.0
37,613 downloads
This mod makes some minor changes to the forcefield in the Upper Shadowlands on Kashyyyk that gates access to the Lower Shadowlands. In the vanilla game, the forcefield is never actually disabled. Rather, the sound effect is simply turned off while the camera is pointed away from the forcefield, followed by an immediate area transition. It appears that Bioware did this due to issues with opening and closing doors via scripting. Additionally, there are no apparent controls for the forcefield, simply a frame and the field itself. The level model containing the forcefield has been edited to add a computer panel, fix a gap above the forcefield via some adjustments to the frame geometry, move some vines out of camera shot during dialogue, and prevent grass planes from spawning too close to the ramp and clipping through. The dialogue that occurs when interacting with the field has had some scripts injected to play animations implying that the forcefield is being switched off via the control panel. Jolee will now approach the control panel when the dialogue starts, and will face it when disabling the field. The field itself is now shown shutting down before the party transitions to the Lower Shadowlands. Additionally, there appears to have been an error in leaving out a script on one of the nodes that would stop Jolee from saying "You aren't going to ask about it?" even if you had actually asked about it, which has been fixed. Compatibility: The K1 Community Patch edits the Upper Shadowlands OnEnter script. Those changes are also incorporated into this mod. If you are using a mod that forcibly overwrites MOD files (like NPC Overhaul), make sure you install that mod first. This mod will patch a pre-existing kas_m24aa.mod in the Modules folder. Not compatible with any other mod that replaces the same level model (m24aa_09a). Not compatible with any other mod that puts kas24_force_01.dlg in the Override folder (although such a case should be fixable with a compatibility patch). Known Issues: In order to get the forcefield to close and function properly again after a level transition, it was necessary to resort to a hack function Bioware implemented for (presumably) the same issue they had with doors on the Yavin space station. In testing this has worked perfectly fine, however, the specifics of the hack are undocumented, so there may be edge cases I haven't encountered. If anyone experiences any issues with it, let me know. As you can see in the video, there's a subtitle error for one of Jolee's lines. Fixing it is better left to dedicated dialog.tlk overhaul. The mod doesn't touch the Lower Shadowlands module, so there's no active field or control panel on that side. Perhaps that could be an optional extra added in a future update. Acknowledgements: Thanks to @A Future Pilot for permission to distribute a modified version of K1CP's k_pkas24aa_enter.ncs Thanks to @JCarter426 for various scripting advice and troubleshooting, past and present Thanks to @LiliArch for correctly guessing that it wasn't just Bioware being lazy, which lead me to find Bioware's hack Thanks to @bead-v for MDLEdit and KOTORMax Thanks to @ndix UR for TGA2TPC The control panel textures include a mishmash of various textures from The Old Republic MMO The robes worn in the screenshots/video are from @JCarter426's Fashion Line I: Cloaked Jedi Robes for K1 Thanks to @ebmar for pointing out the lack of TSLPatcher.exe in the initial release -
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1 point
Version 1.2
46,168 downloads
ABOUT This mod replaces the starfield and nebula textures used as backdrops during many sequences of the game to a higher resolution (some 512x512, some 1024x1024). INSTALLATION Copy all files included in this archive into your Override folder. UNINSTALLATION Take them out again. CREDITS Texture pack created by Kexikus Starfields created with spacescape Nebula photo from NASA THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 point
Version 2.0
39,824 downloads
A little while ago it struck me - The Dantooine Jedi academy has a workbench, but the Korriban Academy didn't, which can be very inconvenient. In fact, there wasn't one on all Korriban. This mod fixes all that! Now there is a workbench in the little room which leads to the Valley of the Dark Lords. It's just on the left as you come in. The only mod conflict that there might be is if someone else's mod modifies Master Uthar's dialogue. -
1 point
Version 1.0.0
553 downloads
This mod will add upscaled textures for the Tatooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and; Enjoy! Also try and spot the babies while on Tatooine. EDIT: Added a tiny zip with a missing wall texture! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ Qs_Tatooine_miss.7z -
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1 pointSalk, Like everyone here, I am here to learn how to mod Kotor 1 and 2. I am happy to help when I can. And don't mind getting corrected when I am wrong
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1 point
Version 1.0.1
22,089 downloads
Custom Selkath Animation By Alvar007 This is my first mod release, so I hope I'm doing everything all right. ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new entirely custom animation made by me to the TALK_FORCEFUL unused slot of the Selkath model. This will allow the Selkath to play an "angry talk" animation whenever it's called in their dialogues which is a bunch of times. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn't alter the Selkath model and/or appearance in any way. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.0.0
3,685 downloads
Shaleena Original Head Restoration By StellarExile This mod restores a unique head which was originally intended for Shaleena but was cut. Luckily, it still existed in the game files and is still able to be utilized. K1R and NPC Overhaul restore Shaleena's head, but I decided to create a mod that only restores the head and alters nothing else. This mod also includes a fix made by Ashton Scorpius which adjusts the model so that her upper teeth are no longer hidden during conversations. Incompatibilities: The mod will be incompatible with anything that alters Shaleena's original head model and appearance in her utc file. Otherwise, it shouldn't be incompatible with anything else. Permissions: Please do not distribute the mod to any other sites without asking my permission and Ashton Scorpius for the model fix. If you intend to use this mod in yours, please contact me for permission as well. If you intend to use Ashton's models, you'll need to contact him as well. Special Thanks: @Stoffe and @Fair Strides for the TSLpatcher. Fred Tetra for Kotor Tool. @Ashton Scorpius for allowing me to use the model from his Shaleena Mouth Adjustment mod. @Sdubfor helping me with the utc file. -
1 point
Version 1.0
22,705 downloads
Like most of you, I loved @Dark Hope's reskin for Jedi Master Vrook, 'HD Vrook'. However, I thought that the mod's changes to his skin tone -- from warm and healthy to pale and decidedly old -- fit far better for his appearance in KOTOR 2. With her permission, I took Dark Hope's HD Vrook as a base and added a bit of warmth to Vrook's skin tone, to suit his appearance in KOTOR 1. You can see this mod's texture in the image below, or compare it with other mod's textures in the screenshots above. 1 - HD Vrook Recolored (this mod) 2 - HD Vrook (Dark Hope's original) 3 - upscaled vanilla Vrook (textures from Ultimate Character Overhaul) Thanks to @Effix for helping me fix a texture error in my robes for the screenshot. -
1 point
Version 1.0.0
23,460 downloads
This mod replace the default voice-over used by the Elder Droids with the Legends rendition. # Background # It was one fine evening when I take a walk inside the Elder's Settlement. I wonder how them droids sounds like, and then... why do they sounded like T3? So I wanted to experience something else, then I remember back in the Ancient Ruins of Dantooine there was a similar droid there that has something different with it. Apparently it was speaking Rakatan's language that the PC did not recognized. I decided that I had to incorporate that with the droid then, hence the making of this mod. # About this Mod # This mod replace the default voice-over used by the Elder Droids with the Legends rendition. The sound was made using an inverted Rakatan's voice-over with added droid-like filters on top of it. By concept it gave an idea that the droids were speaking an epitome of language that the PC did not understand [in Bastila's voice], resulting in addition of changing the spoken line of the droids. It also changes the bubble-bark conversation to a cinematic one. For a distinctive look at what the mod does, here is the preview - # Final Remarks # There's always room for improvements; critiques, comments, suggestions, questions and feedbacks for the next update are very much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: Choose the UNINSTALL option in the installation menu Additionally you may want to remove eb_elderdrd_ANGM.wav from the streamwaves folder Compatibility: For maximum compatibility, install this mod at the latter stage of your mod's build Will not be compatible with any mods that hard-overwrite the Elder Settlement/unk_m42aa module Pay attention to the patcher's warning messages upon installing the mod. If it tells you that it found an instance of k_hdroid1_dialog.dlg and unk42_elddroidXYZ.utc in the Override folder, then there might be a compatibility issue indeed For this mod to be fully effective you should at least load a saved game before entering the Elder Settlement [unk_m42aa] module The mod is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to BioWare & LucasArts with the release - as without them the enjoyment would be non-existent. A bit of appreciation to this lil' peasant work here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for past-present knowledge which allows me to create mods and for all his outstanding creation that I am a fan of, also for the WAV header-converter stuff which makes the included custom VO went functional JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool The Audacity Team for Audacity Chrysocome and John Newbigin for dd stoffe for the magnificent TSL Patcher and Fair Strides for improving its features tk102 for K-GFF and DLGEditor Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor -eb -
1 point
Version 1.1
45,667 downloads
///// 01. Background ///// Being such a main part of the K1 story, I was surprised to see these had yet to be revamped. I was looking to get into modding/reskinning, so I thought this would be a great project. ///// 02. Enhancements ///// First steps were to update the overall model. I wanted some visual upgrades while still maintaining a very-aged and neglected structure. I love the runes scattered throughout the game and I really wanted to incorporate those as well. It seemed fitting to light them. (And you're going to them all over the place.) Next section was so focus on the HUD (for lack of a better term). It was very pixelated and really needed a crisp, new look. I tried to simplify it a bit and ended up removing a couple of parts as well. The biggest change I made was creating a new piece for the planet locators. I simply didn't like the originals and wanted to make the location an actual planet. This was a really fun part--recreating the central galaxy this all revolved around. I used some shots of actual galaxies, nebulas, and starfields. It's hard to beat the real thing. I adjusted the colors slightly for better clarity as well. The mother of a bastard that caused me the most grief, was the dodecahedron in the center of the star map. The texture had such a bizarre repeat pattern and never really wrapped that well. I'm happy to the point I got it to, but would like to make that an actual sphere in v2. ///// 03. Future Plans ///// In thinking about a version 2, I'd like to actually edit the model files. I think some edges could be softened, but mostly I'd like to adjust the mapping to avoid so many repeated areas of the texture. The final opening of the star map, where the PC finds out the location of the forge could use some work. Most (if not all) is model work and I wasn't ready for that. I'd also like to adjust the lighting in a couple of places. Would I go as far as to customize it for every zone you find a map? I dunno, that's a big endeavor and there are a limited number of placeables. ///// 04. Moving Forward ///// This has been a fun project for sure, and I'm happy to see it come to fruition. Please download and let me know your thoughts. I open to constructive criticism and whatever I can do to the better the project, I'm happy to do so. ///// 05. Install ///// Drag 'em to your override folder. These shouldn't conflict with anything. ///// 06. Uninstall ///// Remove the files. ///// 07. Disclaimer ///// Distribute, have fun, edit, whatever. I only ask that you don't claim this as your own. ///// 08. Thanks ///// So many! Shout outs for tutorials, advice, suggestions, testing, encouragement, and more. A Future Pilot, Darth_Sapiens, DarthParametric, DarthVarkor, djh269, InSidious, JCarter426, Kexikus, ndix UR, Rece, Sith Holocron, Sithspecter, Sniggles, tjsase, VarsityPuppet, Zhaboka -
1 point
Version 1.0.1
35,556 downloads
Description This mod adds a climactic Knock Down effect to a lightsaber throw (DC 5 + character level + WIS/CHA modifier against reflex save). Only Adv. Lightsaber Throw can knockdown its primary target; Normal lightsaber throw will NOT have this effect. (Which makes sense, “Advanced” implies more fancy effects) Installation Make sure override folder exists at game root directory Run TSLPatcher to install (Not recommended: if you really want to install manually, I’m sure you could figure out the procedure by looking at tslpatchdata/changes.ini file) Compatibility This mod shouldn’t cause any conflict. (It adds completely new function and modifies an existing line of spells.2da that no normal mod would touch.) Permissions Do not claim credit for this mod and do not use assets from this mod without my permission Special Thanks Fred Tetra for Kotor Tool Stoffe for TSLPatcher Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.0
41,267 downloads
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Loadscreens in Color By Sithspecter Description: Knights of the Old Republic is a fantastic game. There isn't a whole lot that can be improved on. However, one area of the game that could, quite literally, use some more color is the loading screens. This mod replaces all the default black and white loading screens with loading screens that are in color. Each of the loading screens has been reproduced shot for shot, with a few exceptions where the angle was not possible or didn't showcase the area very well. Extra care was taken to produce a look very similar to the original, but in color. The result, in my opinion, really freshens the game and invokes the feel of the area being traveled to. Installation: Installation of Loadscreens in Color is extremely easy. Drop all the files in the "Override" folder in this archive into your Knights of the Old Republic Override folder. The new loading screens will automatically appear, you will not have to start a new game! INCOMPATIBILITY: IF YOU HAVE ANOTHER MOD THAT ALTERS THE LOADING SCREENS, YOU WILL HAVE TO CHOOSE ONE OR THE OTHER. INSTALLING THESE FILES WILL OVERWRITE OTHER LOADING SCREEN MODS. Bugs: None known. Credits: Credit goes to Kexikus for High Quality Skyboxes, which were installed when I took the screenshots. Credit goes to Darth InSidious for his Sonic Screwdriver, which was handy to open doors that wouldn't have been easily opened otherwise. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.0.0
20,663 downloads
This fix was originally made by Redrob41 and was located in one of his large mods. I was given permission by the admins to release it to the public. All credits goes to Redrob41, Please contact me if you would like this mod removed. This elongates the handle on the blade so your hands no longer grab the blade directly like it used to. To install just place the contents in the zip to you override! To uninstall just remove the files you place Thanks for the download! Enjoy -Sdub Full credits go to @redrob41 -
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1 point
Version 1.1
56,215 downloads
Summary This is a collection of various things that I found annoying enough to alter. I collect things that I don't think warrant their own mods into a single mod, to be released to the general public when it becomes more substantial. Contents I've divided this mod into five categories: Straight Fixes, Bug Fixes, Resolution Fixes, Aesthetic Improvements, and Things What Bother Me Fixes. Straight Fixes are fixes for issues I think are genuine errors or mistakes or oversights or what have you. There's a problem, here's a fix for it. No artistic license is involved. Bug Fixes really fall under straight fixes but I've separated them into their own category because they're more severe and there's absolutely no reason not to have them. They fix bugs that could potentially break your game. What I've included are either well known and easy for me to do a quick fix or came to my attention directly. There are lots of other bugs this mod doesn't fix, so I strongly suggest that you seek out a more extensive bug-fixing mod. Resolution Fixes are all textures from the game for which there were identical, higher resolution textures somewhere else in the game files. So I've swapped the lower resolution ones for the higher resolution ones. I've separated these from the straight fixes because a) I didn't make any of the content here - it's all extracted from the game, and b) they don't actually fix "problems" per se - it's just an increase in resolution. It looks the same, with slightly more pixels. Aesthetic Improvements are my attempts to improve the visual quality in certain areas. I've tried to maintain the original aesthetic of the game while improving the quality. But the nature of the improvements necessitates new content created by me. You might not like my work, or you might use a different mod that touches on these areas, or whatever, so I've isolated these from the other fixes. Things What Bother Me Fixes fix things what bother me. They might not bother you but they bother me, so I've isolated those as well. For a full release history, see the accompanied file. -
1 point
54,736 downloads
====================================== Knights of the Old Republic Juhani MOD ====================================== author: miro42 email: ben@floydiantheory.com website: www.floydiantheory.com/miro42.deviantart.com name: Cathar Juhani credits (thanks): Trex for his awesome tutorial and everyone at Holowan Labs. Because there are too many to name, thanks for all the great tools out there! For an actual list of programs and tools that I used, check out the little tutorial. Of course, thanks go to Bioware and LucasArts for bringing KOTOR to life. filename: juhaniCathar_head.zip file size: 183KB (435kb unzipped) date released: 18 Feb 2009 description: For those of you who remember Star Wars pre-prequel, you might remember the old Dark Horse comics series 'Tales of the Jedi'. From this series one of my favorite characters was Sylvar, the Cathar. So when I found out that KOTOR had a Cathar I was psyched. Of course then I actually saw Juhani and I was quite dissapointed to find that she looked nothing like a Cathar should. She didn't even have any hair! This mod gives Juhani an actual cat like appearance (based more off of the 'Redemption' arc than the older ones) with a different nose, bigger ears, and a squatter, but (in my opinion) cuter face. I've also retextured her head so it looks a little bit nicer. installation: Extract contents of the zip file. Place the .mdl, .mdx, and .tga files into override (x:Program Files\LucasArts\SWKOTOR by default). Start KOTOR! How easy is that?! uninstallation (is that a word?): delete the .mdl, .mdx, and .tga files from the override. notes: This is my first ever mod and I would like to think that there are no problems with it. However, computers are computers and I'm sure someone will have a problem. If this is the case please email me and I'll look into figuring out the problem. However, since this is my first mod I don't really know what else I can do as my skills are all but nill. So, try redownloading and reinstalling and see if that works. Good luck, and have fun! permissions: If you wish to use this for anything but personal use, send me an email and I'm sure I'll give you permission to use it however you like. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.0
48,632 downloads
This mod replaces all HK-47s textures. Just like my other party member reskins; the size has been increased to 2048x2048. Which allowed me to put in some extra details and give a decent update to the skin. There's now a more visible metal texture but otherwise; nothing major has been altered to HKs skin. I did tweak the contrast and colors but its still the same rusty killer droid. Look at the comparison picture to get a better idea INSTALL: Unpack and copy the 3 files P_HK47_01.tga and TXI, plus PO_Phk47 to your override. That simple! -
1 point
Version 1.0
51,331 downloads
Quanons Gammoreans Reskin Pack: This little mod will update all the Gammorean skins. All of them had their size increased to 1024x1024. I've been able to put in some extra details, on the faces; better looking eyes. Leather look to their armors. Tweaked the contrast/ brightness; etc... A good overall polish to make them their best, even though they are pigs Installing: Copy and paste all 5 files from my pack. That's it! -
1 point
Version 2.0
35,821 downloads
HD NPC Portraits for Knights of the Old Republic v2.0 - 20200119 by ndix UR (DeadlyStream user) This modification adds high resolution rendered portrait images for NPCs. The 1K portraits have 256x the resolution of the 64x64 originals. The portraits are rendered to match the poses, expressions, colors, and lighting of the vanilla portraits as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used While the textures are quite low-res, most of the work was in material setup using a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and material properties, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of edge split and subdivision surface modifiers. It also includes 1K versions of the darkened placeholder portraits before you meet characters in-game. BONUS There's a portrait for Trask Ulgo, because why not. Also I've included additional alternative non-vanilla expressions for Mission & Jolee because I don't care for their vanilla expressions. INSTALL / UNINSTALL To install, copy the TPC files from the package Override/ folder to the Override/ folder for your KOTOR game installation. To uninstall, remove the TPC files for this package from your KOTOR game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no expressed or implied warranty; you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required. -
1 point
Version v2.1
50,067 downloads
Installation is simple: just drag the .tga files you want into your override folder. It is, in fact, compatible with KotOR 1. Fire Files: fx_fireball01.tga fx_flame.tga Covers the flame effect from flamethrowers and things that reuse this (most custom force powers using fire use this effect). The fireball is an adaptation of Fire_001 made by Mr. Bubble for RPG Maker games. (http://mrbubblewand.wordpress.com/tag/fire/) I recolored the flames to be a little less red, and also added some tween frames to make the whole thing more puffy. It is approximately four times the original flame's resolution - the original was made of multiple overlapping 51x51 sprites expanded up to consume entire bodies, these are 204x204 with soft blending edges. The fire stream is an adaptation of Misc Fire Element made by dbszabo for general usage. (http://dbszabo1.deviantart.com/) It was a pretty simple affair. Ice Files: fx_crystal01.tga fx_reflectmap.tga The ice is an adaptation of Ice Texture made by DudeAlan2001 for general purposes, and is eight times the original resolution, going from 128 to 1024. (http://dudealan2001.deviantart.com/art/Ice-Texture-77076446) I slightly colored the ice and played with the alpha channel, but I didn't really do any hard work on that one. Most of the hard work was actually on the ice's reflect map, reducing the overpowering glow to be a little paler and a little less common. Overall, it looks more like "unnaturally glowing ice and snow" and less like "unnaturally glowing saran wrap." -
1 point
Version 2.0
74,637 downloads
Hi-Res Beam Effects for K1 ========================== by Darth InSidious ================== Description ----------- This mod replaces the Force Drain, cold ray, ion, and neural pacifier beam effects with higher resolution versions. The mod does not replace the Death Field or Force Lightning effects effects. Installation ------------ Just drop the files fx_beam01, fx_beam02, fx_beam03, and Fx_Drain.tga in this archive into your Override folder. Uninstallation -------------- Take the files out again. Legal Disclaimer ---------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks to: ---------- Quanon and Zhaboka for the feedback on the original TSL hi-res beam effects; Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this . -
1 point
Version 1.0
42,077 downloads
It is a truth universally yadda yadda: the lady Scoundrel's starting gear looks uncomfortable. Put bluntly, F!Scoundrel has a stupendous wedgie. Her butt crack is alarmingly defined through her leggings AND underwear--which should not be happening unless those leggings are, like, industrial-vacuum-sealed. Which would be painful. And impractical. And also painful. Overall, not conducive to running around an exploding starship while fighting Sith troopers. So I fixed it. I gave the female Scoundrel basic clothing a bit of a tune-up, making the butt crack less egregious and tweaking the texture to match. May these new and improved trousers bear your Scoundrels to a comfortable and aesthetically pleasing victory! Effusive burbling gratitude to forgetcanon, for extracting those pesky .mdl and .mdx files and for being a source of endless support and patience during my first foray into modding.
